-
Posts
119 -
Joined
-
Last visited
Content Type
Forums
Calendar
Gallery
Posts posted by Skye
-
-
-
I am using 4.8.37 and seems like the problem is occurring when selecting liveclay preset brush, in my case it was amScifi A,B and C. When switching to other live clay tool and switching back to live clay with same preset selected, issue is gone. But always occurring when going right away using preset and closed stroke.
-
-
Try using surface mode
-
Nice videos are here with modeling, retopo and painting:
-
What you can do is hover over that painted spot and hit H to select layer that it is painted on.
-
Yes, once you have retopo cage created, you can mark seams and unwrap in retopo room or hit automap
-
I had this issue as well, noticed that it usually happens when select this option on sculpt layer, on voxel it works for me.
-
Hello, will there be any update on cavity? Something like dynamic curvature so you don't need to calculate curvature every time you paint with normal.
-
This is better workflow for me
1. Sculpt an object
2. Retopo
3. Create UV maps in retopo room
4. Bake
5. Switch to paint room and texture on low poly mesh
6. Export
- 2
-
I think that snapshot3d is pretty cool, plenty of control over those alphas
- 1
-
-
-
-
-
you can straighten vertices to line with transform tool, just select them on retopo mesh and scale them to according side and they will get straight in the line
- 3
-
Maybe this helps
-
Finished my gunblade concept art, all done in 3dcoat
- 3
-
-
So I finished my corridor project so I can focus on another portfolio pieces, these props were made in 3Dcoat, I redid boxes and added another prop
-
Hello guys, recently I did some tiled textures for my unity piece, after exporting maps along Y I got pretty decent textures for metallic, roughness, normal and albedo to use in unity and tile them. Problem is that I miss occlusion and height maps. If I create a smart material with those maps and then apply them on rectangle and export, everything is looks flat.
-
Thanks for your replies guys, of course If I import mesh as in video, normals are baked properly. But If I go from retopo menu as you see below or File -> Import -> Reference mesh, I will get baked flat normals.
Basically there is a low poly pipe that I turbo smoothed to get High poly smooth object that I used as high poly reference, then I used the same low poly pipe as a Retopo mesh or cage, to bake normals from that HP obj.
-
-
Yes, I did uvs for low poly and then baked
Skye's sketchbook
in Finished Projects
Posted
Currently finishing retopo on this one